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Topics - Keeves

Pages: [1] 2
1
Expression 2 (E2) Code / For Kevin
« on: November 23, 2015, 08:11:40 pm »
http://images.akamai.steamusercontent.com/ugc/576820758910535108/0B846D7273A2FDC1C1EEE14CE91AC6BC95DB62CD/


kevin knows, just make a outline of it, you dont have to make functioning thing or touch screen, just a outline.


Inside should be gray and darker gray for outline

2
BloxGaming SB3 / MOVED: Space Combat New weapon Idea: Torpedo
« on: November 22, 2015, 04:34:51 pm »

3
Development / Space Combat New weapon Idea: Torpedo
« on: November 22, 2015, 03:54:44 pm »

New Weapon Idea: Torpedo

Description for weapon:This would be weapon should be a game changer and highly skill based. It is hard to hit people with this weapon but if you do, it does massive amount of damage.

Effect could be something similar to high tier missile launcher but it should be distinct so that people know it is a torpedo.

Range: Long/infinite for all tier

Speed: Similar speed as the tier 9 missile launcher or maybe slower. Unlike other weapons, projectile speed should slowly increase as tier increases. In that way, it would be balanced as low tier ships can aim more easily than high tiers. ******Please don't make dramatic increase.

Accuracy: Very accurate, it should ideally go in straight line. (Path should be predictable so it would be easier to aim and avoid the torpedo.)

Damage: Tier 1 should do about 30k damage to 1.5mil for tier 9.

Rate of fire: Something about 2 to 4 shots per minutes. Do not give low tiers higher rate of fire than higher tiers.

Guidance: Low tier Torpedo should be should not be guided. For high tiers like tier 8 or 9, it could have changeable firing direction like guided projectile because ship that uses tier 8 or 9 are capital ships, and therefore hard to aim.

Other attribute: Torpedo should not do damage before the projectile reaches certain distance/time. I got this idea from inverse square rule from the phasers. Users could abuse this weapon by firing really close to the enemy but this would balance it.

4
BloxGaming SB3 / SC cap issue
« on: November 19, 2015, 10:29:28 pm »
When is it going to get fixed?

5
Development / New Pew Pew code
« on: November 05, 2015, 05:19:15 pm »



Code: [Select]
local BULLET = {} -- Important Information BULLET.Version = 2 -- General Information BULLET.Name = "Gau-540" BULLET.Author = "Keeves" BULLET.Description = "Good for fighters" BULLET.AdminOnly = false BULLET.SuperAdminOnly = false -- Appearance BULLET.Model = "models/combatmodels/tankshell_25mm.mdl" -- Effects / Sounds BULLET.FireSound = {"chippy/m134d.wav"} BULLET.ExplosionSound = nil BULLET.FireEffect = nil BULLET.ExplosionEffect = nil -- Movement BULLET.Speed = 130 --BULLET.Gravity = 0 BULLET.RecoilForce = 1350 BULLET.Spread = 0.1 BULLET.AffectedBySBGravity = true -- Damage BULLET.DamageType = "PointDamage" BULLET.Damage = 450 -- Reloading/Ammo BULLET.Reloadtime = 0.02 BULLET.Ammo = 200 BULLET.AmmoReloadtime = 2 -- Other BULLET.EnergyPerShot = 80 -- Wire Input (This is called whenever a wire input is changed) (Is run on: Cannon) function BULLET:WireInput( name, value ) if (name == "Fire") then if (value != 0) then self.Firing = true else self.Firing = false end if (value != 0 and self.CanFire == true) then self.LastFired = CurTime() self.CanFire = false if WireLib then WireLib.TriggerOutput(self.Entity, "Can Fire", 0) end end elseif (name == "Reload") then if (self.Ammo and self.Ammo > 0 and self.Ammo < self.Bullet.Ammo) then if (self.Bullet.Ammo and self.Bullet.Ammo > 0 and self.Bullet.AmmoReloadtime and self.Bullet.AmmoReloadtime > 0) then if (value != 0) then if (self.Ammo and self.Ammo > 0) then self.Ammo = 0 self.LastFired = CurTime() + self.Bullet.Reloadtime self.CanFire = false if WireLib then WireLib.TriggerOutput( self.Entity, "Can Fire", 0) WireLib.TriggerOutput( self.Entity, "Ammo", 0 ) end end end end end end end -- Cannon Think (Is run on: Cannon) function BULLET:CannonThink() if (!self.ChargeSound) then self.ChargeSound = CreateSound( self.Entity, "ambient/machines/spin_loop.wav" ) end if (!self.ChargeUpTime) then self.ChargeUpTime = 0 end if (CurTime() - self.LastFired > self.Bullet.Reloadtime and self.CanFire == false) then -- if you can fire if (self.Ammo <= 0 and self.Bullet.Ammo > 0) then -- check for ammo -- if we don't have any ammo left... if (self.Firing) then -- if you are holding down fire -- Sound if (self.Bullet.EmptyMagSound and self.SoundTimer and CurTime() > self.SoundTimer) then self.SoundTimer = CurTime() + self.Bullet.Reloadtime local soundpath = "" if (table.Count(self.Bullet.EmptyMagSound) > 1) then soundpath = table.Random(self.Bullet.EmptyMagSound) else soundpath = self.Bullet.EmptyMagSound[1] end self:EmitSound( soundpath ) end end self.CanFire = false if WireLib then WireLib.TriggerOutput( self.Entity, "Can Fire", 0) end if (CurTime() - self.LastFired > self.Bullet.AmmoReloadtime) then -- check ammo reloadtime self.Ammo = self.Bullet.Ammo if WireLib then WireLib.TriggerOutput( self.Entity, "Ammo", self.Ammo ) end self.CanFire = true if (self.Firing) then self.LastFired = CurTime() self.CanFire = false elseif WireLib then WireLib.TriggerOutput( self.Entity, "Can Fire", 1) end end else -- if we DO have ammo left self.CanFire = true if (self.Firing) then self.LastFired = CurTime() self.CanFire = false if (self.ChargeUpTime >= 0) then self:FireBullet() else self.ChargeUpTime = self.ChargeUpTime + 5 end if (!self.ChargeSound:IsPlaying()) then self.ChargeSound:Play() end self.ChargeSound:ChangePitch(math.max(self.ChargeUpTime,1),0) elseif WireLib then WireLib.TriggerOutput( self.Entity, "Can Fire", 1 ) end end end if (!self.Firing or self.Ammo == 0) then if (self.ChargeUpTime > 0) then self.ChargeUpTime = self.ChargeUpTime - 2 self.ChargeSound:ChangePitch(math.max(self.ChargeUpTime,1),0) else self.ChargeSound:Stop() end end if (self.Bullet.Reloadtime and self.Bullet.Reloadtime < 0.5) then -- Run more often! self.Entity:NextThink( CurTime() ) return true end end function BULLET:OnRemove() if (self.ChargeSound:IsPlaying()) then self.ChargeSound:Stop() end end pewpew:AddWeapon( BULLET )

6
Player/Staff Report / Dynesior Ban request (Keeves)
« on: September 08, 2015, 09:13:55 pm »
Your Name: KeevesSteamid: STEAM_0:1:53319032


Your Rank: Admin
Player You are Reporting: Dynesior

Their Rank: Trusted (Formally Ultratrusted promoted and demoted by me)


Their SteamID: STEAM_0:1:46393644http://steamcommunity.com/profiles/76561198053053017

Reason: Previously reported multiple times for blowing up naquadah gen on spawn, minging and I have also banned him multiple times for intentionally shooting on spawn, putting a flamethrower in spawn, intentionally shooting my ship(which was at spawn) with pew pew missiles and leaving the server and etc. About 1 or 2 days ago when I was afk to eat, he intentionally blew a bomb in spawn. Hank was fortunate enough to provide me with proofs

Evidence:
Witlessness by staff myself before (not talking about recent one).

http://steamcommunity.com/sharedfiles/filedetails/?id=513931100
http://steamcommunity.com/sharedfiles/filedetails/?id=513931149
http://steamcommunity.com/sharedfiles/filedetails/?id=513931198

Ban Duration: Permanent ban is most suitable but longer than 2 months.

Reason for ban duration:
I do not know where you got the stereotype for staff banning for week for minor offense but I usually don't ban permanently or for a week without reason. Same thing goes with Crota, I only perma ban request when player comes on the server only to intentionally harm the community and the players, which Dynesior does.

As I said at the top, Dynesior intentionally violated rules multiple times, several of which I observed and punished him for his actions. But from recent report, it is evident that he comes on to the server with intention of minging, which he himself said, "I don't give a fuck" through mic and typed "idgaf for the second time"(proof above).

If for some reason you do not want to ban the cancer permanently, ban him longer than 2 months as he usually joins the server every 3 weeks to minge, and I week ban have no effect on him.

7
Player Creations / Spacebattle on Alpha server
« on: September 02, 2015, 11:48:39 pm »
My prototype Phobos X-6 H

Picture of sticky's missile cruiser and my ship

Core status mine is at the top and sticky's is at the bottom (My cap was down from battling civ)

Master piece scene







8
Legit Reports / Perma ban this id STEAM_0:0:59882116
« on: August 21, 2015, 12:06:53 am »
Reason crashing the server multiple times on purpose minging
I cant perma ban so Blox or Rain one of you guys have to do it

9
Player Creations / FCS Ares
« on: August 15, 2015, 11:36:44 pm »

The FCS Ares (Fast Combat Support ship)
This is one of few non combat ship I ever made, but is probably upgraded  to fit for combat.[size=78%]

[/size]


10
Expression 2 (E2) Code / E2 chip Request
« on: August 03, 2015, 05:11:07 pm »
Because my lack of knowledge regarding e2b I am requesting  one.

(I maybe confused with some inputs and outputs.
Input: Start, Distance

Output:  Thrust, Aimmode, Reverse, fire

This is how the e2 should work:
 
Inputs
When (Start) is triggered, it Triggers:

      7 seconds timer that outputs (Aimmode) toggled 7seconds after (Start)

(Distance)

      If (Distance) is greater or equal to 400, it outputs (Thrust) nontoggled.

      If (Distance) is less than 200, it outputs (Reverse)

Output

         (Fire) is toggled outputed if I type "Atk" on chat.
         (Fire) is no longer outputted if I type "Hlt" on chat.



This maybe bit confusing so if you need clarification, please type it in the comments


11
Expression 2 (E2) Code / Question Regarding this childboard
« on: July 29, 2015, 07:44:48 pm »
Is this Childboard only for putting E2 codes you made or could I use it to request E2s?

12
BloxGaming SB3 / New Childboard Idea
« on: July 21, 2015, 09:17:19 pm »
Blox, you should make a new child board named something like "Player Creations" where people can post picture and description of their ship, station or other space build creation.


PS. I am still regular user in the forum


Maybe from the creation post, you could choose like ship of the week, which was my idea like few months ago.

13
BloxGaming SB3 / Not going to be on the sb3 server for a while
« on: July 01, 2015, 05:01:53 pm »
Due to the fact that I have fucked up SAT in May, I need time to study over the summer and therefor I wont be on the server for a while. I already told @bloxgate about this but this is just notice for people who doesn't know why I am not on for a while. Also, if you are on my friends list, you may noticed that I am playing CSGO but that is most likely be my friend playing on my account (but I may be playing somethimes).

P.S. I'm currently at Europe right now.
P.S.2 I am willing to trade my Phobos MKI dupe for a csgo skin.

14
General Discussion / New section for Staff application board
« on: May 28, 2015, 06:57:58 pm »
The staff application board looks pretty unorganized so there should be 3 new sections: Accepted Rejected and Pending

15
BloxGaming SB3 / [Code] New pew pew script
« on: February 28, 2015, 08:11:16 pm »

Code: [Select]

local BULLET = {}


-- Important Information
BULLET.Version = 2


-- General Information
BULLET.Name = "Gau-954 Coil Gun"

BULLET.Author = "Keeves"
BULLET.Description = "Fast rate of fire and high accuracy, however, it suffers from high recoil and is encouraged to be used on capital ships"
BULLET.AdminOnly = false
BULLET.SuperAdminOnly = false


-- Appearance
BULLET.Model = "models/combatmodels/tankshell_25mm.mdl"


-- Effects / Sounds
BULLET.FireSound = {"chippy/m134d.wav"}
BULLET.ExplosionSound = nil
BULLET.FireEffect = "muzzleflash"


-- Movement
BULLET.Speed = 900
--BULLET.Gravity = 0.0
BULLET.RecoilForce = 1560
BULLET.Spread = 0.0
BULLET.AffectedBySBGravity = true


-- Damage
BULLET.DamageType = "PointDamage"
BULLET.Damage = 210




-- Reloading/Ammo
BULLET.Reloadtime = 0.02
BULLET.Ammo = 2000
BULLET.AmmoReloadtime = 20


-- Other
BULLET.EnergyPerShot = 80


-- Wire Input (This is called whenever a wire input is changed) (Is run on: Cannon)
function BULLET:WireInput( name, value )
   if (name == "Fire") then
      if (value != 0) then
         self.Firing = true
      else
         self.Firing = false
      end
      if (value != 0 and self.CanFire == true) then
         self.LastFired = CurTime()
         self.CanFire = false
         if WireLib then WireLib.TriggerOutput(self.Entity, "Can Fire", 0) end
      end
   elseif (name == "Reload") then
      if (self.Ammo and self.Ammo > 0 and self.Ammo < self.Bullet.Ammo) then
         if (self.Bullet.Ammo and self.Bullet.Ammo > 0 and self.Bullet.AmmoReloadtime and self.Bullet.AmmoReloadtime > 0) then
            if (value != 0) then
               if (self.Ammo and self.Ammo > 0) then
                  self.Ammo = 0
                  self.LastFired = CurTime() + self.Bullet.Reloadtime
                  self.CanFire = false
                  if WireLib then
                     WireLib.TriggerOutput( self.Entity, "Can Fire", 0)
                     WireLib.TriggerOutput( self.Entity, "Ammo", 0 )
                  end
               end
            end
         end
      end
   end
end


-- Cannon Think (Is run on: Cannon)
function BULLET:CannonThink()
   if (!self.ChargeSound) then self.ChargeSound = CreateSound( self.Entity, "ambient/machines/spin_loop.wav" ) end
   if (!self.ChargeUpTime) then self.ChargeUpTime = 0 end
   if (CurTime() - self.LastFired > self.Bullet.Reloadtime and self.CanFire == false) then -- if you can fire
      if (self.Ammo <= 0 and self.Bullet.Ammo > 0) then -- check for ammo
         -- if we don't have any ammo left...
         if (self.Firing) then -- if you are holding down fire
            -- Sound
            if (self.Bullet.EmptyMagSound and self.SoundTimer and CurTime() > self.SoundTimer) then
               self.SoundTimer = CurTime() + self.Bullet.Reloadtime
               local soundpath = ""
               if (table.Count(self.Bullet.EmptyMagSound) > 1) then
                  soundpath = table.Random(self.Bullet.EmptyMagSound)
               else
                  soundpath = self.Bullet.EmptyMagSound[1]
               end
               self:EmitSound( soundpath )
            end         
         end
         self.CanFire = false
         if WireLib then WireLib.TriggerOutput( self.Entity, "Can Fire", 0) end
         if (CurTime() - self.LastFired > self.Bullet.AmmoReloadtime) then -- check ammo reloadtime
            self.Ammo = self.Bullet.Ammo
            if WireLib then WireLib.TriggerOutput( self.Entity, "Ammo", self.Ammo ) end
            self.CanFire = true
            if (self.Firing) then
               self.LastFired = CurTime()
               self.CanFire = false
            elseif WireLib then
               WireLib.TriggerOutput( self.Entity, "Can Fire", 1)
            end
         end
      else
         -- if we DO have ammo left
         self.CanFire = true
         if (self.Firing) then
            self.LastFired = CurTime()
            self.CanFire = false
            if (self.ChargeUpTime >= 0) then
               self:FireBullet()
            else
               self.ChargeUpTime = self.ChargeUpTime + 5
            end
            if (!self.ChargeSound:IsPlaying()) then
               self.ChargeSound:Play()
            end
            self.ChargeSound:ChangePitch(math.max(self.ChargeUpTime,1),0)
         elseif WireLib then
            WireLib.TriggerOutput( self.Entity, "Can Fire", 1 )
         end
      end
   end
   if (!self.Firing or self.Ammo == 0) then
      if (self.ChargeUpTime > 0) then
         self.ChargeUpTime = self.ChargeUpTime - 2
         self.ChargeSound:ChangePitch(math.max(self.ChargeUpTime,1),0)
      else
         self.ChargeSound:Stop()
      end
   end
   if (self.Bullet.Reloadtime and self.Bullet.Reloadtime < 0.5) then
      -- Run more often!
      self.Entity:NextThink( CurTime() )
      return true
   end
end


function BULLET:OnRemove()
   if (self.ChargeSound:IsPlaying()) then self.ChargeSound:Stop() end
end

pewpew:AddWeapon( BULLET )

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